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Good evening.When installing the latest firmware (v43), I encountered a problem with Hand Tracking. When I connect the helmet to the computer to work in Unity, it stops tracking hands via AirLink.When you start the Unity application, there is also no tracking, but in Oculus Home it sees the hands perfectly and the old Unity Builds with Hand Training (v41) also run smoothly and everything is tracked there. I can't understand what is the problem and how to solve it?
If you are not seeing your Meta Avatar(s) render on your Quest build this may be a solution. Make sure all your Texture Quality settings are set to Full Res not half as mine was for Quest 1. I came across this solution after seeing this in Logcat: Graphics.CopyTexture source and destination have different master texture limits. Source 1, Destination 0
I can't Click save Changes and submit button I Don't Know Why they did
Does the quest sdk for Unity have any methods that return whether the user's headset is tilting forward, backwards, etc, or simply what angle the headset is tilting at? I can find information about the controller in OVRInputModule, but nothing about the hmd
I'm trying to load the avatar using the user id provide by oculus account but I'm having a problem because the log gives me 'failed' I set the app id information on the dashboard and unity these are the log states IEnumerator TryToLoadUser() { OvrAvatarEntitlement.ResendAccessToken(); //We wait until the oculusID is set and the app token has been set while (!userIDSet || !OvrAvatarEntitlement.AccessTokenIsValid) { Debug.Log(OvrAvatarEntitlement.AccessTokenIsValid); yield return null; } var hasAvatarRequest = OvrAvatarManager.Instance.UserHasAvatarAsync(_userId); while (hasAvatarRequest.IsCompleted == false) { yield return null; } //avatar oculos method LoadUser(); }
I primarily develop WebXR apps for the Oculus Browser and try to keep an eye on any new standards and features being implemented in the Oculus Browser that may effect my workflow. This involves reading the release notes for each update. Currently on Oculus Browser 16.4 but the developer release notes haven't updated since 16.2 and the user release notes haven't been updated since 15.0 Are the release notes at https://developer.oculus.com/documentation/oculus-browser/browser-release-notes/ no longer being updated? Is there another link I should be monitoring?
Hey guys, I started the build your first VR app tutorial here from oculus, but I keep getting NullReferenceException errors from the ColorController.cs file. Here is where I get the errors:// Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = "";// Checks if the player ball has collided with the wall. if (col.gameObject.name == "player-ball") { displayText.text = "Ouch!"; rend.sharedMaterial = wallMaterial[0]; }// It is called when the ball moves away from the wall private void OnCollisionExit(Collision col) { if (col.gameObject.name == "player-ball") { rend.
I'm trying to load the avatar using the user id provide by oculus account but I'm having a problem because the log gives me 'failed' I set the app id information on the dashboard and unity these are the log states part of my code to try it IEnumerator TryToLoadUser() { OvrAvatarEntitlement.ResendAccessToken(); //We wait until the oculusID is set and the app token has been set while (!userIDSet || !OvrAvatarEntitlement.AccessTokenIsValid) { Debug.Log(OvrAvatarEntitlement.AccessTokenIsValid); yield return null; } var hasAvatarRequest = OvrAvatarManager.Instance.UserHasAvatarAsync(_userId); while (hasAvatarRequest.IsCompleted == false) { yield return null; } //avatar oculos method LoadUser(); }
So first off, yeah yeah - I know I'm crazy for wanting to render yet another viewpoint on a mobile device, BUT:I would like to cast from a camera that isn't the user's viewpoint. I'm also using Unity. Any ideas?
Hi the plugin is working however when i try to build i get this error. Unable to package. LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6)UATHelper: Package Plugin Task (Windows): BUILD FAILEDLogSlate: Window 'Plugin Properties' being destroyed Please help or give me clue how to fix it in uplugin file?
We are launching a web task from our native VR app as described here:https://developer.oculus.com/documentation/web/web-tasks/ Until recently we were able to close the web task and activate our app via an intent by redirecting the browser to our custom URI, as described in the documentation. Now, it no longer launches the intent or closes the web task.
Hi Marco.My app was rejected with the same reason.did you manage to solve the problem? Thanks
I'm having issues getting OVR lip sync running in UE 5, it works in 4.27 great. I've seen a user mention he got OVR working in UE5 by editing OVRLipSync.Build.cs and adding "AndroidPermission" to PublicDependencyModuleNames.AddRange. I've done this with a successful compile in visual studio, the plugin even loads in UE5, however when I attempt generating a lip sync file from an audio source, unreal instantly crashes.
Hi I downloaded the OVR lip sync SDK and I've been having a difficult time getting the live capture Demo to work. I'm able to get audio to record through my mic but nothing happens to the Demo skeletal mesh I spent all day looking at other peoples tutorials for getting OVR lip sync to work and I can't get it to work. So far I've tried using different engine versions, deleting the "default devices" line in visual studio, and fixing the references too, I can't seem to find other ways to get the live capture working, and most of the tutorials online are only about the text to speech aspect of the plugin. From what I understand it seems there is an issue with a line the plugin OVRLipSyncLiveActorComponent.cpp line 35 DEFAULT_DEVICE_NAME TEXT("Default Device") and I can't figure out how to fix it. If someone could help me out it would be greatly appreciated I'm pretty lost at this point. Also I'm mainly using UE ver.26 but I've tried ver. 27 as well. Thank you.
THe first times i set up my Quest2 with the oculus app to be in developer mode. First i created my account in my pc to set it up with an organization etc and then it was good i had developer mode and everytime i connected to my PC with the USBc cable, i put my headset and i get "Allow USB Debuggin?" and "Allow access to data?" everytime i would click "Allow" not "Allow always".And yeah everytime i connected those prompts would appear. i believe i'm still in developer mode because in my quest settings there's a section "Debug" and in it all the switches are ON.But then why do't i get the prompts anymore? Is it something to do with the new system updates? Maybe they got rid of those prompts?
it was not already installed i got it 8/6/22 and that is past 8/1/22 so i should have got it please help
Attempt to "View Insights" selection in https://creator.oculus.com/manage/mediastudio/library/, simply redirects to the standard iframe containing the Oculus video player and content details. Steps to reproduce:1- Navigate to https://creator.oculus.com/manage/mediastudio/library/2- Authenticate with a Organization recognized account containing Editor+ permissions3- From Media Studio, open Library and left click on "..." on the content 4- Select "View Insights" 5- Notice the iframe opens instead of the AnalyticsInsights selection from options on a video in the library. iframe with Oculus videoplayer and content details.
OverLint does not work properly / breaks, with AudioSources without a referenced AudioClip.Adding a simple null check to audioSource.clip at line 551 and 571 should fix this.
I've been trying to implement the spectator camera, but I am unable to run the example provided in the oculus integration plugin - the one mentioned here: https://developer.oculus.com/documentation/unity/unity-spectator-camera/Whenever I switch to third person view using index button, the screen on my phone simply goes black. The "selfie" preview in the headset does work properly.Has anybody been able to run this sample?
I am suddenly getting these sorts of lighting issues in the attached video in 2021.2.2f1 whereas I was not getting at all on 2021.1.17f1. These characters have a real time light on them which is not turning off, and even some baked objects have the same issue both in the scene view, game view and in the Quest. I have not adjusted any lighting settings from the previous Unity version where I did not have this issue. I am on URP 12.1.1 with Vulkan. Anyone have some insights as to what is going on? I tried raising the number of per pixel object limit to no avail. Is this a bug?https://drive.google.com/file/d/12jOFXI9XapfDOS6pHrSY9kNWyzotdyWF/view?usp=sharing
In the case of the app that I participated in the project as a consultant, it was returned after about four months of the process including Oculus' misunderstanding after submitting it to AppLab. Therefore, it was re-submitted with a much simpler function, but there was no contact for a month.I can publicize a more careful review of the entire business with Oculus in a forum of related industries, which includes the Korean government, global companies, universities, research institutes, and the media. More specifically, with decades of research and development experience in the industry and influence in the relevant academic and industrial sectors, I can propose to Korea's Ministry of Information and Communication and Metaverse Forum (metaversealliance.or.kr) to make this an official problem, and let Korea strategically exclude Oculus. The fact that Oculus does not occupy a very important position in the global industry in the Metaverse field today will have great significanc
The feature is supposed to provide a 3rd person camera that is controllable on the device that is being casted to butthe actual implementation does not correctly set the camera view in the app that is being casted to - instead of modifying the position of the 3rd person camera viewed in the oculus app, the example modifies the position of a gameobject that has a quad displaying a virtual camera. that quad display is modified correctly, but the texture that drives the quad is not sent to the oculus app. the touch screen features of the oculus app to change the view of the spectator 3rd person camera do not work (tried android, iOS and web, all latest versions)
Sorry if this is not the right area to post this.Is there an API for the developer dashboard? I want to be able to add users to the developer portal and add them to apps automatically when I am onboarding them. Thanks!
Is Vulkan fully supported on quest 2?
I am currently working to translate a VR game to the Oculus Quest 2 from a PC standalone version. In this game, I have created a VR menu with UI buttons that include box colliders with triggers active. These triggers have a script attached that when touched by the player, it will simulate the button being clicked. private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "VRController" || other.gameObject.tag == "LeftHand" || other.gameObject.tag == "RightHand") { this.GetComponent<Button>().onClick.Invoke(); } } This works as intended in the Unity Editor, however, when I build the game, none of the triggers work as they should. I am unsure what the reason could be.
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